Thanks
Here is the origin story. Class would be Barbarian (Geminate Invoker) - variant multiclass Gunslinger (he does not start with a gun, being estranged from his father)
Victor Windlass' Background:
Victor grew up in a wealthy and prosperous household. His father, Wesly, is a master gunsmith. Windlass Arms, is renowned for the quality of its weapons, although its small size means they are in short supply. Victor would help his father, but has always been of a more scholarly bent. Wesly indulged his son, giving him the best education and eventually studying under Professor Langdon Butler. Victor's life changed when one of Professor Butler's colleagues, the renowned Pettos Lorrimar was scheduled to speak. Determined to push the cutting edge of arcane knowledge prior to the lecture, Professor Butler invited Victor and four of his young friends to his summer cottage to some research. The Tome he had unnearthed contained knowledge man was not meant to know, and a malevolent force killed Professor Butler and possessed the young friends, driving then to murder and madness. An unhinged Victor was the only one found in the cabin come morning, amidst the chopped up remains of the others. Fortunately, Professor Lorrimar had arrived that morning and intervened with the authorities, who were more than willing to jump to conclusions and hang the young scholar. Victor was more than willing to let them do it, for one of the victims was his sister Mattilda. Lorrimar was able to deduce and prove that it was a magical possession and attack that had occured, and was instumental in reducing Victor's punishment from death to some time in an asylum. The Professor took the book with him. Now, Victor has been released from the asylum, but the feeling of paranoia have only been increasing. He feels that he has released some monstrous evil upon the world and he needs the book to set it right. Adding to his fears, he has received word of Professor Lorrimar's death. So he has come to Ravengro to pay his respects and find the cursed tome, planning to somehow send back the evil he has unleashed.
Father - Wesley Windlass
Mother - Ada Oswald Windlass
Sister - Matilda (Matty) Windlass (deceased)
Victor keeps a dark secret. He was the one who read from the book initially and was possessed. He only broke free after he killed his sister, but the evil entity proceeded to possess her undead body and he had to cut her up. Ever since he is haunted by spirits. His father blames him for Mattilda's death and has disowned him.
I run a real life game today, so I don't have time to set down and do a complete writeup now, I'll do it tomorrow. Feats would be Additional Traits and Iron will. Drawback of paranoid. Traits of Teacher's Pet (K/Arcane), Affable, Dangerously Curious, Deathtouched, Forbidden Knowledge
It does not look like a Geminate Invoker will work with the Unchained Barbarian (Rage is different and no Trap Sense to replace). Can I play a normal barbarian using the Geminate Invoker archetype?
The Wizard Archetype Chronomancer has a class ability called Rewind that allows you to recall spent spells that had no effect. Does a spell not working due to failing the spell failure check for wearing armor qualify for this effect? It is not specifically mentioned as an example but the examples described are proceeded by the qualifier 'such as'. This implies that more examples exist, and it seems reasonable the armor spell failure would be among them, but I was wondering if there is an official ruling on this.
Thanks
The Rogue archetype Swashbuckler gives proficiency in 1 martial weapon at first level in place of trapfinding. I'm not sure how that interfaces with all the unchained rogue stuff though.
Panos is a dark haired human Taldan youth in his late teens. Even a casual observer can note that he has a noble bearing. Those who look closer will notice that even though he is well dressed, his hands do show a hint of work. He has obviously not been coddled. His clothes reflect the latest courtly trends, displaying a silver and black theme. He wears his family's signet ring (A variation on the Ouroboros symbol) along with tasteful but expensive jewelry. He wears a rapier when appropriate, and wore a breastplate while travelling but doesn't wear it to court. He shaves daily and keeps his hair short.
Panos' Personality:
Panos deeply wants to be a wizard. His entire youth was spent asking the question 'Why?'. He never really shirked his familial duties, but everyone knows where his heart lies. The Berylium family is a mercantile family, so Panos knows how to keep financial records. He is also the third son, so eventually his father gave in to the inevitable and arranged for some magical training. He looks upon his whole travel to Oppara as an 'adventure', but has found that his father has vastly underestimated how much influence costs in the capital. His expense funds have just about run out and he is beginning to get desperate. To be fair to his father, Gerald really has not approved the extent to which Panos is pursuing his families political ends. Gerald just told his son, if he could talk to some senators about the roads while finishing his education that would be great. Panos is just a teenager after all. But that is one thing about Panos, he does nothing by halves, so now he is at the cusp of running out of money, but has at least acquired an invitation to the political party of the year.
Generally he is easy going, willing to trust people until shown otherwise. He has no tolerance for stupidity and is attentive about any slights, responding with a withering tongue.
Panos Berylium
Male human fighter (sensate) 1 (Pathfinder RPG Occult Adventures 118)
Favored class is Wizard
CG Medium humanoid (human)
Init +1; Senses Perception +0
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 11 (1d10+1)
Fort +3, Ref +1, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +2 (1d6+1/18-20)
--------------------
Statistics
--------------------
Str 13, Dex 12, Con 12, Int 19, Wis 10, Cha 10
Base Atk +1; CMB +2; CMD 13
Feats Additional Traits, Fortified Armor Training[UC], Magical Aptitude
Traits bruising intellect, extremely fashionable, magical knack (wizard), senatorial hopeful
Skills Bluff +5, Diplomacy +5, Intimidate +9, Knowledge (arcana) +5, Knowledge (nobility) +5, Profession (merchant) +4, Sense Motive +4, Spellcraft +7, Use Magic Device +3
Languages Azlanti, Common, Dwarven, Elven, Kelish
Other Gear lamellar (leather) armor[UC], rapier, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], noble's outfit, pot, signet ring, soap, spell component pouch, torch (10), trail rations (5), travelling spellbook[APG], waterskin, jewelry (worth 100 gp), 9 gp
--------------------
Special Abilities
--------------------
Fortified Armor Training Break armor or shield to turn critical hit into a normal hit
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Although Panos starts as a fighter he is definitely angling towards the wizard class (eventually becoming a Pathfinder Savant or Eldritch Knight)
Background:
The Berylium family is not well known among the Oppara elite. Their lands are deep within almost impassable mountains and they rarely if ever come to court. But this isolation has made the little fiefdom very self sufficient, and it has a strong mining and crafting economy. They just have very little opportunity to compete with the surrounding areas due to the difficulty of transporting goods. Panos has always shown incredible aptitude in at least the theoretical areas of magic. So he has come to Oppara for several reasons. Most importantly, on behalf of his father Gerald and his family to remind the Senate of their existence, and to try a broker a deal to improve the road leading to his ancestral home. He is a great believer in the ability of the Taldan system of government to move beyond petty politics and make life for its citizens (particularly the ones back home) better. The roads of Taldan used to be the one of the wonders of the world, but they have become neglected and abandoned. His views have drawn him to the attention of Lady Martella Lotheed. His second reason for coming to Oppara is to complete his magical education. His spellbook is almost completed and soon he hopes to be recognized as a wizard. (There are wizards back home, and he did study with them, but he wants the prestige associated with completing a wizard's school in the capital)
I've been looking at this thread and trying to come up with a good write up for a fire energy projector (Jack O'Latern) based on the original concept pitch in the first thread. However, I think I am enjoying the dinosaur shape shifting kid for the high school idea. Here's the origin of
JAY PARK:
As soon as Jay hit puberty, he knew he was different. By concentrating he could shift his features and body to resemble anyone else. The power didn't seem to be useful enough to warrant becoming a superhero. Besides, his parents were strident Humanity First supporters, so he kept it secret. Not being entirely selfless, he did spend the next few years, 'growing' from a nerdy, bespectacled kid to a handsome teenager, but that was all he used his power for. Unwilling to support his family's crusade against the powered he instead devoted himself to his great obsession, paleontology. So it was that he was at the city museum when the Serpent Queen and her minions decided that one of the ancient scepters displayed was the Serpent Staff. Watching in horror as the villain used the staff to transform onlookers in dinowarriors and being bathed in the magical radiation himself he transformed into a T-rex and knocked the staff from her hand, and very nearly ate her before she managed to slither off. Outed rather publicly as being powered, his family has disowned him and he has joined the Clairmont School as Jurassic.
POWER DESCRIPTION:
He is a mutant with the ability to morph his shape to any humanoid form and his control over his body gives him additional senses, some heightened strength, stamina and agility. Whenever he morphs it takes no effort to keep himself in the form he has chosen, his power actually reforms his body. He can turn into mermen or other creatures of his imagination as long as they are humanoid. Also by 'morphing' into the same form as he has he can repair corporeal damage to the form, although this wears him out. Trying to change while being bathed by the magical radiations of the Serpent Scepter has greatly enhanced his abilities. He can now turn into dinosaurs and actually finds it easier to take dinosaur forms. He is particularly fond of T-Rex, although he also quite often turns into a Pterodactyl.
Complications
Enemy: The Serpent Queen blames him for her failure to acquire the Serpent Staff
Motivation: Thrills: He really enjoys being a dinosaur themed hero.
Obsession: Obsessed with history and dinosaurs.
Slight Quirk: His shapeshifting does not extend to his clothes.
Complications
Enemy: The Serpent Queen blames him for her failure to acquire the Serpent Staff
Motivation: Thrills: He really enjoys being a dinosaur themed hero.
Obsession: Obsessed with history and dinosaurs.
I'd be interested in either one, leaning towards college
College Idea - Jack O'Brian (Jack O'Latern) Flame projector from his eyes. Absorbs Energy.
High School Idea - Jay Park (Jurassic) Shapeshifter - currently limited to dinosaurs
Reduced Kesso's Dex to 14, but raised her Int and Con to 13. Also switched out her armor to masterwork lamellar.
Kesso:
Kesso
Human (Varisian) fighter (sensate) 1 (Pathfinder RPG Occult Adventures 118)
CG Medium humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 11 (1d10+1)
Fort +3, Ref +2, Will +1; +2 trait bonus vs. fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee cestus +4 (1d4+3/19-20) or
naginata +4 (1d8+4/×4)
Ranged dart +3 (1d4+3)
Space 5 ft.; Reach 5 ft. (10 ft. with naginata)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 13, Int 13, Wis 12, Cha 12
Base Atk +1; CMB +4; CMD 16
Feats Bodyguard[APG], Combat Reflexes, Virtuous Creed (protection)
Traits affable, courageous, family honor
Skills Acrobatics +5, Bluff +2, Craft (shoes) +5, Diplomacy +5 (+7 to gather information.), Knowledge (local) +5, Perception +5, Profession (merchant) +5, Sense Motive +5
Languages Common, Gnome, Varisian
SQ doubt
Other Gear mwk lamellar (leather) armor[UC], cestus[APG], dart (4), naginata[UC], backpack, bedroll, belt pouch, cobbling tools, flint and steel, mess kit[UE], pot, silk rope (50 ft.), soap, torch (10), trail rations (5), waterskin, 25 gp
--------------------
Special Abilities
--------------------
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Doubt -4 for an hour on any skill or ability check after you fail that type of check
Virtuous Creed (Protection) +4 bonus to ally's AC when using Aid Another action.
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Kesso Shoemaker
Human (Varisian) fighter (sensate) 1 (Pathfinder RPG Occult Adventures 118)
CG Medium humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 11 (1d10+1)
Fort +3, Ref +2, Will +1; +2 trait bonus vs. fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee cestus +4 (1d4+3/19-20) or
naginata +4 (1d8+4/×4)
Ranged dart +3 (1d4+3)
Space 5 ft.; Reach 5 ft. (10 ft. with naginata)
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 12, Int 12, Wis 12, Cha 12
Base Atk +1; CMB +4; CMD 16
Feats Bodyguard[APG], Combat Reflexes, Virtuous Creed (protection)
Traits affable, courageous, family honor
Skills Acrobatics +4, Bluff +2, Craft (shoes) +3, Diplomacy +5 (+7 to gather information.), Knowledge (local) +5, Perception +5, Profession (merchant) +5, Sense Motive +5
Languages Common, Gnome, Varisian
SQ doubt
Other Gear chain shirt, cestus[APG], dart (4), naginata[UC], backpack, bedroll, belt pouch, cobbling tools, flint and steel, mess kit[UE], pot, silk rope (50 ft.), soap, torch (10), trail rations (5), waterskin, 135 gp
--------------------
Special Abilities
--------------------
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Doubt -4 for an hour on any skill or ability check after you fail that type of check
Virtuous Creed (Protection) +4 bonus to ally's AC when using Aid Another action.
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Changes and Conception:
As you can note, I changed her from being a straight fighter to a fighter (Sensate archetype from Occult Adventures) I like the flavor of the archetype and it gives Perception and Acrobatics as class skills. It does not give Armor Prof (Heavy) so she may pick that up later. Thematically, she will be the 'good' bodyguard to contrast to the 'bad' bodyguards of the Grey Maidens. Unfortunately, Sense Motive is also a class skill so the Missing Sibling trait kinda becomes redundant. But I really like that part of the backstory, but I have taken Family Honor trait to model wanting to avenge her family but instead of her family being framed for murder, it has been killed. Once she rescues her brother, she'll take the additional Traits feat and use one of the additional traits to buy off the Doubt hindrance. Smarkagg has been traded from a class feature to merely a contact, a friendly fey who is interested in the family. Since she is a Sensate, that practically screams for a Sensei, someone who trained her. Perhaps he died pulling her from the fire. I also dropped the Extremely Fashionable Trait as I don't see her as that vain. I picked up Courageous in its place.
Kertuffle- Kesso (Fighter)- you will need to remove the fey magic it has a (RP) cost which would make your character more powerful, I will allow you to keep it if you will remove the bonus to Ability stat for human.
I'm not sure how the RP stuff works out, but Fey Magic takes the place of the extra skill point per level ability for humans. I'll work on redoing her without the Fey Magic.
I've decided to go the sword and board route, with a little anime Balsa thrown in.
Kesso Shoemaker:
Female human (Varisian) fighter 1
CG Medium humanoid (human)
Init +2; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)
hp 11 (1d10+1)
Fort +3, Ref +2, Will +1
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee longsword +4 (1d8+3/19-20) or
spear +4 (1d8+4/×3)
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 12, Int 12, Wis 12, Cha 12
Base Atk +1; CMB +4; CMD 16
Feats Bodyguard[APG], Combat Reflexes, Virtuous Creed (protection)
Traits affable, extremely fashionable, missing sibling
Skills Acrobatics -1 (-5 to jump), Craft (shoes) +5, Diplomacy +5 (+7 to gather information.), Knowledge (local) +5, Perception +5, Profession (merchant) +5, Sense Motive +2
Languages Common, Sylvan, Varisian
SQ doubt, fey magic
Other Gear chainmail, heavy wooden shield, longsword, spear, backpack, bedroll, belt pouch, cobbling tools, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 112 gp
--------------------
Special Abilities
--------------------
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Doubt -4 for an hour on any skill or ability check after you fail that type of check
Fey Magic (Favored Terrain [Urban]) Gain spell-like abilities in selected terrain. (Mending 3/day, Jump 1/day)
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Virtuous Creed (Protection) +4 bonus to ally's AC when using Aid Another action.
--------------------
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Background:
Kesso had never even heard of Lamm and the seedy underbelly of Korvosa. She grew up the daughter of a shoe manufacturer and because she was not especially skilled at making shoes or selling them, she decided to go into the Sable Company. She hired tutors to teach her to fight, telling her parents it was to learn how to protect the company. The training has paid off, she is strong for her size and she enjoys protecting people. Then one horrific night the factory burned down. There was no doubt it was arson, the smell of brimstone was in the air and Kesso saw her little brother Tomas being dragged off by one of the arsonists before a timber fell on her. She survived the fire, but the rest of her family did not. Her only clue as to who perpetrated the deed is the man she saw dragging her brother away, who she has identified as working for Lamm. A fey house spirit, long watching over her family has identified her as the last heir and can be called upon to mend items (it prefers shoes) and can give her footwear the ability to jump long distances. So now she plots her revenge. Rescue her brother first and then make Lamm pay for the destruction of her family.
DEFINING CHARACTERISTICS:
1) Failed to protect her family - is wracked by self doubt
2) Takes the safety of whomever she is protecting seriously
3) Protects the innocent
4) Proud of her appearance, dresses well
5) Want's to be judged by her competence, not by being a woman.
GOALS:
1) Obviously rescue her brother and take vengence on Lamm
2) Has discovered that she has a knack for detective work and eventually will try and make this her profession.
SECRETS:
1) Her real reason for wanting to join the Sable Company was romantic.
2) Someone else other than Lamm was responsible for the fire. Lamm was just the hired muscle.
CONTACTS:
1) Tomas Shoemaker - brother
2) Vanda Lazar - childhood friend who joined the Sable Company. She visited Kesso while she was recuperating and told her that she was joining an elite unit.
3) Lamm - man she thinks was responsible for the fire. Technically he is, but he is not the highest person on that particular chain of responsibily.
4) Remus Balan - owner of The Solstice Inn. Friend of Kesso's family, he is letting her stay there until she gets back on her feet.
5) Brandon Cross - the guard in charge of investigating the arson.
6) Smarkag - a fey spirit that watches over her family.
MEMORIES:
1) The fire, especially the timber collapsing on her.
2) Seeing her brother dragged away, screaming for help.
3) Smarkag granting her the family's 'legacy' in her dreams.
So far, it seems very likely that team 1 will start in or on their way to Rome...
Team 2 seems likely to be on one of the Portugal/Morocco quests, either exploring the Dark Continent of Africa, exploring the Underworld beneath Morocco, or striking against the Arab Slave Trade...
How does this suit everyone?
Considering where he comes from I think Rathe would do best in the Rome adventure. But I have to admit the others sound pretty intriguing also. I'd like to point out if we went to Wallachia we could interact with a very young Vlad the Impaler :)
Rathe Trubiano
Male human sorcerer 1
CN Medium humanoid (human)
Init +1; Senses Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 10 (1d6+4)
Fort +1, Ref +1, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron light mace +3 (1d6+3) or
silver sickle +3 (1d6+2) or
spear +3 (1d8+4/×3)
Ranged javelin +1 (1d6+3)
Special Attacks claws (2, 1d4, 5 rounds/day)
Sorcerer Spells Known (CL 1st; concentration +3)
1st (4/day)—color spray (DC 13), shield
0 (at will)—detect magic, ghost sound (DC 12), prestidigitation, read magic, spark[APG] (DC 12)
Bloodline Draconic
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 12, Int 12, Wis 12, Cha 15
Base Atk +0; CMB +3; CMD 14
Feats Eschew Materials, Skill Focus (Knowledge [planes]), Toughness
Traits magical knack, unintentional linguist
Skills Appraise +5, Knowledge (arcana) +5, Knowledge (planes) +5, Linguistics +3, Perception +5, Spellcraft +5
Languages Abyssal, Draconic, English, Italian
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die)
Other Gear cold iron light mace, javelin (3), silver sickle, spear, backpack, bedroll, belt pouch, flint and steel, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 21 gp
--------------------
Special Abilities
--------------------
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Claws (5 rounds/day) (Su) 2 Claw atacks deal 1d4 damage
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
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Background:
Rathe was born in the city of Naples in the year 1420. His father was a dockmaster and black marketeer. Even more damning, both he and Rathe's mother were members of the Church of Lucifer. Rathe grew up looking nothing like his father, particularly his red hair, a fact which fueled the gossip mills of the harbor. Rathe discoverd the truth about his parents three years ago when the dragon attacked. His parents expected him to be accepting, they even called it his destiny, but in a fit of rage he left them. Rathe survived the destruction of the city and doesn't care about the fate of his parents. They are dead to him. He has worked as a young mercenary these last few years, but recently he has begun to have nightmares. In these nightmares he speaks different languages (Draconic and Abyssal) and has come to understand these languages although he really does not know what the languages are exactly. By talking in draconic just the right way he has been able to generate magical effects and has spent most of the money he earned as a mercenary to get some rudimentary training.
I would like to inquire about availability and cost of two items.
A shoulder holster - an over the shoulder holster that straps to the back to store a musket in.
A wooden dolly - to strap to his storage chest with ropes, enabling him to roll the chest where needed.
Also does the Craft/Firearms skill along with a Gunsmith's kit allow you to create Alchemical cartridges or does it require Craft/Alchemy?
Redoing Victor Windlass and a Geminate Invoker instead of Urban Barbarian
New Crunch:
Victor Windlass
Male human (Varisian) barbarian (,Geminate Invoker, invulnerable rager) 1 (Pathfinder RPG Advanced Player's Guide 79)
CN Medium humanoid (human)
Init +1; Senses Perception +1
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 shield)
hp 14 (1d12+2)
Fort +4, Ref +1, Will +3; +2 trait bonus against mind-affecting effects
--------------------
Offense
--------------------
Speed 40 ft.
Melee battleaxe +4 (1d8+3/×3) or
dagger +4 (1d4+3/19-20)
Ranged musket +2 (1d12/×4)
Special Attacks Trance (6 rounds/day)
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 14, Int 14, Wis 12, Cha 10
Base Atk +1; CMB +4; CMD 15
Feats Additional Traits, Iron Will
Traits affable, dangerously curious, deathtouched, forbidden knowledge (geb), teacher's pet
Skills Acrobatics -3 (+1 to jump), Craft (firearms) +6, Diplomacy +4 (+6 to gather information.), Knowledge (arcana) +8, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nobility) +3, Knowledge (religion) +6, Linguistics +6, Survival +1 (+5 to avoid natural hazards, follow tracks, gain a save bonus against severe weather, predict the weather, or provide food and water.), Use Magic Device +5
Languages Common, Dwarven, Elven, Necril, Varisian
SQ fast movement, heart of the fields[APG], paranoid
Other Gear lamellar (leather) armor[UC], heavy steel shield, battleaxe, black powder[UC] (10), bullet[UC] (30), dagger, musket[UC], backpack, bedroll, belt pouch, blotter (0.2 lb), field survival guide[UW], flint and steel, gunsmith's kit[UC], hemp rope (50 ft.), inkpen, journal[UE], knife for cutting quills into pens (0.5 lb), medium chest[APG], mess kit[UE], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pen nibs, pigment for making ink (0.2 lb), pot, powder horn[UC], ruler, small (0.1 lb), torch (10), trail rations (5), vial, waterskin, 12 gp, 5 sp
--------------------
Special Abilities
--------------------
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Heart of the Fields +0 (Craft [firearms], 1/day) 1/day, ignore an effect that would make you fatigued or exhausted. +1/2 character level to the selected Craft or Profession skill.
Paranoid Aid Another DC 15 for attempts to help you.
Trance (6 rounds/day) (Ex) +4 Con, +2 to Reflex and Will saves, Diehard Feat
--------------------
GEMINATE INVOKER
K/Religion, History and Linguistics are class.
Trance instead of Rage
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Professor Lorrimar - He considers himself to be in the Professor's debt and will transfer that debt to Kendra once he finds out about the death.
Wesley and Ada Windlass. His parents blame him for Matty's death and have disowned him. The beat up musket his father gave him was not a sign of approval, but of disdain. Their way of showing him just what he thought of what he has become. They are not enemies, but neither will they be friendly until he has atoned in some way for their daughter's death.
See the secret section for his enemy.
Dr. Elijah Keaton - his doctor at the asylum. He is convinced that what Victor says he experienced are real.
Flaws:
1) Due to his experiences at the cabin, he is a firm believer in the mutilation of corpses to prevent them from returning.
2) He is slightly manic in combat. Reveling in the blood and gore, only regretting it later.
3) Deep down, he truly believes that everyone is good. This continually comes back to haunt him.
Secrets:
His most deeply kept secret is that his sister was not possessed when he chopped her up. He was. He was the one who read from the book and became possessed. The act of killing his sister caused him to snap free from the possession and the creature had to possess others in the group from that point.
The secret that he doesn't know is that the incident in the cabin was not an accident. It was orchestrated. No one was supposed to survive. And the person or persons responsible want to correct this failure.
Fears:
His sister coming back would definitely unhinge him. Also any isolated cabins or similar structures trigger an unreasoning terror.
Thanks for the explanation of the commonplace guns rule.
Here is
Victor Windlass:
Victor Windlass
Male human (Varisian) barbarian (invulnerable rager, urban barbarian) 1 (Pathfinder RPG Advanced Player's Guide 79, Pathfinder RPG Ultimate Combat 31)
CN Medium humanoid (human)
Init +1; Senses Perception +1
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 shield)
hp 14 (1d12+2)
Fort +4, Ref +1, Will +3; +2 trait bonus against mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee battleaxe +4 (1d8+3/×3) or
dagger +4 (1d4+3/19-20)
Ranged musket +2 (1d12/×4)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 14, Int 14, Wis 12, Cha 10
Base Atk +1; CMB +4; CMD 15
Feats Iron Will, Skill Focus (Knowledge [religion])
Traits deathtouched, forbidden knowledge (geb), teacher's pet
Skills Acrobatics -5 (-9 to jump), Craft (firearms) +6, Diplomacy +4, Knowledge (arcana) +3, Knowledge (dungeoneering) +3, Knowledge (local) +6, Knowledge (nobility) +6, Knowledge (religion) +11, Linguistics +6, Profession (librarian) +5, Survival +1 (+5 to avoid natural hazards, follow tracks, gain a save bonus against severe weather, predict the weather, or provide food and water.)
Languages Common, Dwarven, Elven, Necril, Varisian
SQ controlled rage, crowd control, heart of the fields[APG], paranoid
Other Gear lamellar (leather) armor[UC], heavy steel shield, battleaxe, black powder[UC] (10), bullet[UC] (30), dagger, musket[UC], backpack, bedroll, belt pouch, blotter (0.2 lb), field survival guide[UW], flint and steel, gunsmith's kit[UC], hemp rope (50 ft.), inkpen, journal[UE], knife for cutting quills into pens (0.5 lb), medium chest[APG], mess kit[UE], pathfinder chronicle[ISWG], pen nibs, pigment for making ink (0.2 lb), pot, powder horn[UC], ruler, small (0.1 lb), torch (10), trail rations (5), vial, waterskin, 62 gp, 5 sp
--------------------
Special Abilities
--------------------
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Heart of the Fields +0 (Profession [librarian], 1/day) 1/day, ignore an effect that would make you fatigued or exhausted. +1/2 character level to the selected Craft or Profession skill.
Paranoid Aid Another DC 15 for attempts to help you.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
--------------------
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Background:
Victor grew up in a wealthy and prosperous household. His father, Wesley, is a master gunsmith. Windlass Arms, is renowned for the quality of its weapons, although its small size means they are in short supply. Victor would help his father, but has always been of a more scholarly bent. Wesley indulged his son, giving him the best education and eventually studying under Professor Langdon Butler. Victor's life changed when one of Professor Butler's colleagues, the renowned Pettos Lorrimar was scheduled to speak. Determined to push the cutting edge of arcane knowledge prior to the lecture, Professor Butler invited Victor and four of his young friends to his summer cottage to do some research. The Tome he had unnearthed contained knowledge man was not meant to know, and a malevolent force killed Professor Butler and possessed the young friends, driving then to murder and madness. An unhinged Victor was the only one found in the cabin come morning, amidst the chopped up remains of the others. Fortunately, Professor Lorrimar had arrived that morning and intervened with the authorities, who were more than willing to jump to conclusions and hang the young scholar. Victor was more than willing to let them do it, for one of the victims was his sister Mattilda. Lorrimar was able to deduce and prove that it was a magical possession and attack that had occured, and was instumental in reducing Victor's punishment from death to some time in an asylum. The Professor took the book with him. Now, Victor has been released from the asylum, but the feelings of paranoia have only been increasing. He feels that he has released some monstrous evil upon the world and he needs the book to set it right. Kendra's invitation has provided him an excuse to renew his acquaintance with the good doctor. So he has come to Ranvagro to pay his respects and find the cursed tome, planning to somehow make thing right.
Father - Wesley Windlass
Mother - Ada Oswald Windlass
Sister - Matilda (Matty) Windlass
Defining Characteristics:
1) Survivor of a Magical Massacre
2) Unrelenting Demon and Undead Hunter
3) Disgraced Heir to a Gun Company
4) Guilt over sister and friends deaths
5) A bit of a nerd for a barbarian. Always consulting books.
Goals:
1) Find and destroy the Book
2) Discover what happened to Pr. Lorrimar
3) He has seen first hand the Evil that is out there. He has decided that the best course is to confront it.
Suggested hooks for other players if they wish
1) He recently spent time in an asylum. Perhaps someone else was interred with him.
2) Any Investigator types might have been part of the group that proved him innocent.
3) Gun Wielders will certainly notice his name and the fact that he is the disgraced son of a wealthy gun manufacturer.
More to come
The following question comes to mind since guns are commonplace and the setting is Deadlandish. What would your ruling be for Exotic Weapon Proficiency (Firearms) acquired outside the Gunslinger class feature. Do you have to take EWP for each type of gun, or would taking EWP (Firearms) cover all firearm weapons (Not the default interpretation).
I would like to express my interest. Thinking of playing an Urban Barbarian. A librarian who read a book that should not have been opened (Forbidden Knowledge (Geb) trait) and has been plagued with rage issues ever since. Also, undead and demons seem to be showing up with distressing regularity in his vicinity, so he has traveled to visit the Professor, only to find that he has recently passed.
Titus grew up orphaned on the back streets of Oppara and soon fell into the lower echelons of The Brotherhood of Silence. He had to much empathy for his fellow man to be indoctrinated fully into the thieves guild, but he did serve as a loyal bodyguard for some of the bookies. Spending alot of the time at the race tracks he did befriend several of the charioteers and learned the ins and outs of the races. Then one day, the inevitable attack on the bookie he was responsible for happened. Titus successfully fended off the attack, but the charioteer for the race was killed in the melee. Furious over the assault the noble sponsor of the chariot, grabbed the nearest person that had any inkling of how to ride to take over for the race and that person was Titus. The noble had only intended for Titus to start and finish the race so his horse wouldn't be disqualified for the season for missing a start, but when Titus placed third, the pleased noble gave him 900gp. Titus has used this seed money to start a taxi service. He bought himself a carriage, two fine horses and some fancy clothes and is hiring himself out to various nobles.
Appearance:
A young Charlton Heston
Cruch:
Titus
Male human (Taldan) fighter (polearm master) 1 (Pathfinder RPG Advanced Player's Guide 106)
NG Medium humanoid (human)
Hero Points 1
Init +1; Senses Perception +1
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 11 (1d10+1)
Fort +3, Ref +1, Will +1
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +4 (1d4+3/19-20) or
halberd +4 (1d10+4/×3)
Ranged javelin +2 (1d6+3)
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 13, Int 14, Wis 12, Cha 12
Base Atk +1; CMB +4; CMD 15
Feats Bodyguard[APG], Combat Reflexes, Skill Focus (Knowledge [local])
Traits rich parents
Skills Acrobatics -2 (-6 to jump), Diplomacy +2, Handle Animal +5, Intimidate +5, Knowledge (local) +6, Knowledge (nature) +3, Knowledge (nobility) +3, Ride +2, Survival +5
Languages Common, Dwarven, Elven
SQ hero points
Other Gear lamellar (leather) armor[UC], dagger, halberd, javelin (3), backpack, bedroll, belt pouch, carriage, flint and steel, hemp rope (50 ft.), mess kit[UE], noble's outfit, pot, soap, torch (10), trail rations (5), waterskin, heavy horse (combat trained), heavy horse (combat trained), 41 gp
--------------------
Special Abilities
--------------------
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
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Outlook and Personality:
Titus is glad to have cut his ties with the brotherhood and is now looking to ingratiate himself with the nobility. He takes anyone he transports safety seriously. His self worth is entirely tied up with how good a bodyguard he is. He really does have an incredibly protective streak in him, eventually he will take the Virtuous Creed Feat (Protection). He enjoyed the chariot racing and would certainly agree to do it again.
Rich Parents Trait:
I chose the Rich Parents trait, but it really should be rich sponsor. A noble is pleased with Titus.
I would like to submit Ramon, a first level human swashbuckler
Crunch:
Ramon Guardial
Male human (Chelaxian) swashbuckler 1 (Pathfinder RPG Advanced Class Guide 56)
CG Medium humanoid (human)
Init +3; Senses Perception +0
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 shield)
hp 13 (1d10+3)
Fort +2, Ref +5, Will +0; +2 trait bonus vs. fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cutlass +5 (1d6+3/18-20) or
dagger +4 (1d4+1/19-20) or
heavy mace +2 (1d8+1)
Ranged composite longbow +4 (1d8/×3)
Special Attacks deeds (derring-do, opportune parry and riposte), panache (2)
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 14, Int 12, Wis 10, Cha 14
Base Atk +1; CMB +2; CMD 15
Feats Slashing Grace[ACG], Weapon Focus (cutlass)
Traits courageous, dangerously curious
Skills Acrobatics +4 (+0 to jump), Climb +2, Diplomacy +6, Knowledge (local) +5, Profession (sailor) +4, Swim +2
Languages Common, Elven
SQ swashbuckler finesse
Combat Gear alchemist's fire (3); Other Gear lamellar (leather) armor[UC], buckler, arrows (20), composite longbow, cutlass, dagger, dagger, dagger, dagger, dagger, heavy mace, backpack, bandolier[UE], bedroll, belt pouch, flint and steel, hat[UE], hemp rope (50 ft.), mask[UE], mess kit[UE], pot, reversible cloak[UE], soap, torch (10), trail rations (5), traveler's outfit (2), waterskin, wooden holy symbol of Butterfly, 24 gp
--------------------
Special Abilities
--------------------
Deeds
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Slashing Grace (Cutlass) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Background:
Ramon is of Chelexian descent, although he considers no nation his home. He has been working on sailing ships since he first ran away from home. That was 5 years ago to the day and he celebrated last night a little too hard. His ship left without him so he is stuck in town until he can find another ship or some other means of gainful employment.
Ashlund
Human (Taldan) unchained barbarian 1 (Pathfinder RPG Advanced Player's Guide 79, Pathfinder RPG Ultimate Combat 50, 51, Pathfinder Unchained 8)
CN Medium humanoid (human)
Init +1; Senses Perception +2
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 shield)
hp 18 (1d12+6)
Fort +4, Ref +1, Will +4
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee dagger +4 (1d4+3/19-20) or
scizore +4 (1d10+3)
Ranged javelin +2 (1d6+3)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 14, Int 12, Wis 14, Cha 10
Base Atk +1; CMB +4; CMD 15
Feats Iron Will, Toughness
Traits brigand, forbidden knowledge (geb), scholar of the great beyond
Skills Acrobatics +2, Climb +4, Craft (alchemy) +5, Craft (firearms) +3, Intimidate +4, Knowledge (history) +6, Swim +4; Racial Modifiers brigand
Languages Common, Necril
SQ fast movement, heart of the fields[APG]
Other Gear lamellar (leather) armor[UC], dagger, javelin (5), scizore[UC], backpack, belt pouch, blanket[APG], flint and steel, hemp rope (50 ft.), pot, soap, torch (10), trail rations (5), waterskin, 184 gp
--------------------
Special Abilities
--------------------
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Heart of the Fields +0 (-Choose-, 1/day) 1/day, ignore an effect that would make you fatigued or exhausted. +1/2 character level to the selected Craft or Profession skill.
Rage (Unchained, 6 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
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played by a young Bruce Campbell
Personal Reasons:
I want to see an Ash like character in a Cthulu game. After getting to 2nd level Barbarian and taking the calm stance rage power he will dip 3 levels into Gunslinger (musket master)
Background:
Ashlund didn't start out as a Barbarian. Instead he was an apprentice to an alchemist / gunsmith. Unfortunately one of master's bills was paid with by an old book which his master promptly discarded. But Ashlund was intrigued. The pictures were hideous, but somehow compelling and in the darkness of the night, Ashlund poured over the book, digesting its contents. It drove him mad and he was driven out of the city into a life of banditry. Eventually he was able to overcome the madness and broke with his bandit buddies and has come to the nearest town to start over.
But the rage still lurks beneath the surface.
I would like to submit Rowland, an Urban Barbarian and eventually Eldritch Knight and Pathfinder Savant(hopefully)
Background:
Rowland was orphaned at a young age and for many years survived by his wits and strength. He was young and strong and thus acquired a job at one of foundries in Torch doing grunt work. Eventually his employers realized how smart he was and he became an apprentice of sorts, actually helping with the crafting of armor and weapons. Then he came to the notice of Khonner Bain. The mage quickly realized that this young barbarian was one of the most magically gifted youths he had ever met. Rowland did not make enough money to truly allow the wizard to take him officially as an apprentice, but he has been tutoring him on the side. He has a spellbook that he is transcribing spells into and he feels that he is on the verge of making a breakthrough into actually casting spells (2nd level will become wizard).
Crunch:
Assuming two traits, one campaign. Favored class is wizard.
Rowland
Male human (Kellid) barbarian (urban barbarian) 1 (Pathfinder RPG Ultimate Combat 31)
CG Medium humanoid (human)
Init +1; Senses Perception +1
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 shield)
hp 13 (1d12+1)
Fort +3, Ref +1, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee longsword +2 (1d8+1/19-20)
Ranged javelin +2 (1d6+1)
Special Attacks rage (5 rounds/day)
--------------------
Statistics
--------------------
Str 12, Dex 12, Con 12, Int 18, Wis 12, Cha 12
Base Atk +1; CMB +2; CMD 13
Feats Magical Aptitude, Skill Focus (Spellcraft)
Traits local ties, magical knack (Wizard)
Skills Acrobatics +2, Climb +2, Craft (armor) +8, Craft (weapons) +8, Disable Device +1, Intimidate +5, Knowledge (arcana) +5, Linguistics +8, Spellcraft +10, Swim +2, Use Magic Device +4
Languages Androffan, Common, Dwarven, Elven, Gnome, Hallit, Orc
SQ controlled rage, crowd control
Other Gear chain shirt, buckler, javelin (3), longsword, armorsmithing tools, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), travelling spellbook[APG], waterskin, weaponsmithing tools, 23 gp, 1 cp
--------------------
Special Abilities
--------------------
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Rage (5 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
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I would like to submit Prisoner M-31415 for your consideration
Concept:
He knows that he was born in Madrid, that he and his family are devout Catholics and he has read the Bible.
Crunch:
Prisoner M-31415
Male human swashbuckler 1 (Pathfinder RPG Advanced Class Guide 56)
CG Medium humanoid (human)
Init +3; Senses Perception +0
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 shield)
hp 12 (1d10+2)
Fort +1, Ref +5, Will +0; +2 trait bonus vs. fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee cutlass +5 (1d6+3/18-20) or
dagger +4 (1d4+1/19-20) or
dagger +4 (1d4+1/19-20) or
dagger +4 (1d4+1/19-20) or
dagger +4 (1d4+1/19-20) or
dagger +4 (1d4+1/19-20) or
heavy mace +2 (1d8+1)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (2)
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 12, Int 10, Wis 10, Cha 14
Base Atk +1; CMB +2; CMD 15
Feats Slashing Grace[ACG], Weapon Focus (cutlass)
Traits courageous
Skills Acrobatics +4, Climb +2, Linguistics +1, Profession (soldier) +4, Swim +2
Languages English, Spanish
SQ swashbuckler finesse
Combat Gear alchemist's fire (3); Other Gear lamellar (leather) armor[UC], buckler, cutlass, dagger, dagger, dagger, dagger, dagger, heavy mace, backpack, bandolier[UE], bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin
--------------------
Special Abilities
--------------------
Deeds
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Slashing Grace (Cutlass) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Deth is a human child, found abandoned in a forest. A nearby elven community in Andoran raised him as a foster child. It soon became apparent that he had a strong connection to The First World. The elven community was the supplier of lumber to the Bountiful Venture Company and Deth met Lyra while she was surveying the area. During her stay, Deth acted as her guide to the area and in return gained some knowledge in geography. She had mentioned the Azlant expedition and Deth has decided to apply for a spot. He currently has a book detailing staff fighting techniques that he is studying (Martial Manuscript trait)
Campaign Trait:
Employee (Lyra's intern for a short time)
Crunch:
Deth Tobrin
Male human druid (urban druid) 1 (Pathfinder RPG Advanced Player's Guide 101)
NG Medium humanoid (human)
Init +2; Senses low-light vision; Perception +3
Aura enlarge
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +5; +2 vs. death
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee quarterstaff +1 (1d6+1) or
silver sickle +1 (1d6)
Ranged composite longbow +2 (1d8/×3)
Druid (Urban Druid) Spells Prepared (CL 1st; concentration +4)
1st—cure light wounds, enlarge person[D] (DC 14), shillelagh (DC 14)
0 (at will)—create water, mending, stabilize
D Domain spell; Domain Plant (Growth domain[APG] subdomain)
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 12, Int 12, Wis 17, Cha 12
Base Atk +0; CMB +1; CMD 13
Feats Additional Traits, Fey Foundling[ISWG]
Traits Employee, heirloom weapon (proficiency-Composite Longbow), magical knack (Druid), martial manuscript
Skills Acrobatics -1 (-5 to jump), Bluff +2, Climb +2, Handle Animal +5, Heal +7, Knowledge (geography) +5, Knowledge (nature) +7, Linguistics +2, Survival +9, Swim +2
Languages Common, Druidic, Elven, Sylvan
SQ fey magic, nature bond (Growth domain[APG]), nature sense, wild empathy +2
Combat Gear healer's kit; Other Gear hide shirt, arrows (20), composite longbow, quarterstaff, silver sickle, backpack, belt pouch, blanket[APG], flint and steel, holly and mistletoe, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 9 gp, 2 sp, 4 cp
--------------------
Special Abilities
--------------------
Druid (Urban Druid) Domain (Growth)
Enlarge (6/day) (Su) Swift action: Enlarge person on yourself.
Fey Foundling Magical healing works better on you
Fey Magic (Favored Terrain [Water]) Gain spell-like abilities in selected terrain.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Application:
Dear Gentlemen and Ladies of the Bountiful Venture Company
I can not begin to describe how excited I am about the reopening of Azlant to exploration. I think this colony is destined to be one the milestones of our age and I want to be part of it. I am an accomplished Druid and speak and write both Sylvan and Elven. I can serve in either a hunting or healing capacity. I also have some rudimentary experience in surveying, as can be attested by Lyra Heatherly. I think I would be a fine addition to your endeavor and look forward to your reply.
Sincerly,
Deth Tobrin
Hello, I have both run and played pathfinder for years, but have never played E6 and am interested. How about a druid
WYNFORD DEY
Background:
Wynford's family worked a small farm as freeman and enjoyed a sinister reputation. Many years earlier, a horrific pestilence struck the area, but miraculously no one from the Dey family died. The suspicion of witchcraft clung to the family, and is not far from the truth. For Wynford's parents bargained with the Fey, trading their seventh son to have the plague pass them by, thinking that there was no way they would have seven boys. But seven children they had, all boys and when Wynford reached adolescence, the Fey took him. It hasn't been that bad, his life is now linked to the land, specifically a Sacred Oak Grove, but he has been educated by the Druids and now serves as a representative of that order.
Crunch:
He would be a human Druid (Reincarnated Archetype) of the Plant (Growth) Domain using a quarterstaff.
I would like to submit Tristan Pell, mysterious stranger and future Champion of Milani.
Tristan Pell Crunch:
Tristan Pell
Male human gunslinger (mysterious stranger) 1 (Pathfinder RPG Ultimate Combat 9, 51)
CG Medium humanoid (human)
Init +1; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 11 (1d10+1)
Fort +3, Ref +3, Will +1; +1 trait bonus vs. mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cestus +2 (1d4+1/19-20)
Ranged pistol +2 (1d8/×4)
Special Attacks deeds (deadeye, focused aim, gunslinger's dodge), grit (3)
--------------------
Statistics
--------------------
Str 12, Dex 12, Con 13, Int 14, Wis 13, Cha 16
Base Atk +1; CMB +2; CMD 13
Feats Gunsmithing[UC], Point-Blank Shot, Rapid Reload
Traits fed-up citizen, merchant
Skills Acrobatics +2 (-2 to jump), Appraise +6 (+7 when bargaining for the price of goods), Craft (alchemy) +6, Craft (firearms) +8, Disguise +4, Knowledge (local) +6, Profession (merchant) +5, Sense Motive +1 (+2 when bargaining for the price of goods)
Languages Common, Dwarven, Gnome
SQ fey magic, gunsmith
Combat Gear paper candle firework[UE] (6); Other Gear lamellar (leather) armor[UC], black powder[UC] (10), bullet[UC] (20), cestus[APG], paper cartridge[UC] (5), pistol[UC], backpack, bandolier[UE], bedroll, belt pouch, flint and steel, gunsmith's kit[UC], hemp rope (50 ft.), masterwork gunsmithing tools, mess kit[UE], pot, powder horn[UC], tindertwig (3), torch (10), trail rations (5), waterskin, wrist sheath, spring loaded, 3 gp, 4 sp, 9 cp
--------------------
Special Abilities
--------------------
Deeds Use Grit to perform special abilities with your firearms.
Fey Magic (Favored Terrain [Urban]) Gain spell-like abilities in selected terrain.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condit
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Reload (Pistol) You can reload fast with one type of Crossbow or Firearm.
--------------------
100gp for Store with 4 employees (Pellscape Powders and Arms)
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Background:
Tristan is a man whose nature is at war with itself. His parents were alchemists, but he was orphaned in his early teens when their store exploded. His parents left an inheritance, but also several outstanding debts. Tristan spent most of his later teens dealing with his family's legacy, but finally was able to procure a small alchemist shop specializing in black powder and firearms. He was only able to do this by being uncompromising in his dealings with others. That is not his nature, however. He has always been burdened with an overabundance of empathy. When looking for employees he came across some craftsman convicted of minor heresies who had been blackballed. He hired them, officially at a much lower wage to justify his interest. Over time, he has found ways to slip money to them under the table. It felt good to help people who had been oppressed for their beliefs. His store has suffered however, it is barely staying afloat. Then the dreams started. His selfless attempt to help others seems to have attracted Milani's interest. He dreams of her nightly, and feels guilty about not helping more people. He has heard of the rally, and is attending, selling small noisemakers for 1gp apiece, hoping that he can find some way to further Milani's cry for freedom.
Dotting for interest. Am considering either a Gunslinger (Mysterious Stranger) who owns an alchemist's shop (using Small Buisness out of Pathfinder Unchained). Secretly a worshiper of Milani he will multiclass into Champion of the Faith later. Has the Fed Up Citizen trait.
Second character is an astronomer with the Pattern Speaker Trait. An Oracle of Desna, she keeps her faith secret, taking odd jobs that allow her to stay within hearing distance of the Devil's Bells. She is convinced that their is a link between astronomical observations and the ringing of the Bells.
I'd rather wait until August for flying ship possibilities.
OK, You've piqued my interest. What happens in August?
Gamewise I have some questions.
1) Starting Money for 2nd level is 1000gp. Just want to verify that is how much we start with.
2) Can a glider (the Vehicle) be purchased? I still like the electrokinetic idea. But now I think he will be someone trying to show Proof of Concept to The Shuul or The Sorn. If so how much Craft skill would he need to qualify for discounted price.
3} How many hit points do we get for our second level?
Thanks and looking forward to playing.
As you may have noticed, I have been unable to find time to post for several days now. My work has it's stockholder's meeting coming up and I have working extra hours to prepare for it. I have been hoping the past two weeks were an aberration but it is looking more and more that the increased inventory levels at our store are going to be a problem for at least the next few months. Financially, its very good for me, the increased overtime is great. But I can't find time to post, and to honest am so tired by the time I get home that it is impossible for me to generate the creativity to continue this game. If it looked like it would end at the stockholder's meeting, I'd just tough it out, but even if tide of incoming freight ebbed tomorrow it would take a couple of months before things would return to normal. I have truly enjoyed running this game and if you as the players wish to continue, you have my blessing. This isn't an easy decision and I have agonized over it, and if you do find a game master to take over, have him drop me a PM and I'll try to answer any questions as to where I was heading. Thank you all for providing me with these months of wonderful roleplaying heaven and I wish you all well.
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